This is my 0/21/9 runepage. It is strong in all situations, and offers both lots of defense stats, which are essential on Leona, as well as sustain and ulitity. However, there are some mastery pages that can be stronger than 0/21/9 in certain situations.

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Other Options

Masteries

2/5

2/1

1/1

3/5

1/1

3/5

1/1

3/1

1/5

3/1

1/5

1/5

1/1

2/1

1/

3/

1/

This is my 0/9/21 rune page. I take this when there isn't much need for me to be tanky (not often) or when I need some extra utility.

- Inspiration is helpful when I am not getting much experience in mid-late game.

- Intelligence is very good very good, because not only does it reduce the cooldown on Leona's spells, but also reduces the cooldown on her activated items such as Talisman of Ascension, which play a great part in her utility.

Summoner Spells

is a must take on Leona. It allows you to engage from further away, dodge skill shots, and escape from rough situations.

is very good on Leona. It gives you that edge in skirmishes at bot lane, and has a range of 600, which is longer than Exhaust at 550 range. It is also very strong against champions that rely on heals, such as Dr. Mundo. However, it isn't as strong as Exhaust in teamfights, and is an early game investment.

is also very strong on Leona. It can shut down an enemy in teamfights for 2.5 seconds, which is more than enough for a team to kill a squishy target. It can also reduce the damage of the enemy Marksman at bot lane significantly, although they can just back out while it is applied. It is especially strong against champions that use AA's for their main source of damage, such as Jax and Marksmen, as it reduces their attack speed by 50%. However, it is generally not as strong as Ignite in lane, and is more a late game investment.

can sometimes be used, and in the new patch is stronger and more viable, but all other summoner spells aren't worth taking on Leona.

I do not build Ancient Coin as a first item anymore because it doesn't offer any useful stats in lane and the gold generation is less than what a Relic Shield gives, therefore is not worth buying at all. _

Boots and Enchantments

I grab these when I need to catch up to or catch out the enemy. However,they aren't as strong as the other boots choices in teamfights. I take these most of the time, when I am able to get a tank item that offers CDR (such as Spirit Visage), and when the enemy has at least 1 AP threat. The tenacity is very strong on Leona, as it helps you to get your own CC off and possibly escape dangerous situations.I take these when the enemy has a high AD threat or little to no AP damage. I usually take this enchantment because it allows me to get to fights the fastest and defend my base the best. I take this when I am under no pressure to leave my base quickly and I need to get around in teamfights and skirmishes. I take this when I don't have to leave my base quickly and I have to engage teamfights for my team. It is also really good for catching someone off with my whole team. This enchantment probably works best with Boots of Mobility, and also stacks up nicely with Talisman of Ascension._

Situational (Late Game Items)

All of these items are worth buying in certain situations. I build this item when the enemy team is mainly AD and I need CDR to peel for my team. I take this item when the enemy team has a balance of AP and AD, as the health works against AP as well, or if I need the active in teamfights. This item is good to take on Leona when I'm ahead, as it means I have the potential to do damage on my own, as well as giving tank stats. I only get Thornmail when the enemy team is entirely AD and I need to be tanky. Sometimes I buy this item instead of Frozen Heart because it gives me more CC and damage, thus letting me snowball my Marksman harder. However, this item is generally weaker than the other Armor items, and should only be built when quite far ahead. I like this item on Leona because it allows me to peel for my team by blocking the enemy skill-shots, thanks to the spell shield. I take it over Spirit Visage because I already have enough CDR from my other items, and the Spirit Visage passive is wasted on Leona because she doesn't have any natural heals and not much regen. I buy this item when my team needs more defenses and a shield in teamfights. This item is good for peeling for my carries, as it not only heals them but removes all CC effects from them (excluding suppressions, blinds, knock-ups and displacements)._

vs :Why I swap to Talisman of Ascension

Talisman of Ascension offers 20% CDR, 10 health and 15 mana every 5 seconds, 2 gold per 10 seconds, the passive Favor, and the main thing I buy it for, the 40% movement speed increase to nearby allies for 3 seconds.

Not including the passives and actives, Face of the Mountain is more gold efficient than Talisman of Ascension, however, in teamfights you will generally be peeling for your carries, in which case, the 20% CDR is more useful than 500 health and 10% CDR, as you will not be taking much damage. Instead, you will be focusing on getting the enemy front line off from your carries, which is where the 10% extra CDR comes in handy.

The passive from Relic Shield is stronger than the passive from Ancient Coin in lane, as it heals and gives more gold, however, once in mid game, it will be very hard for you use Spoils of War, as the rest of your team will kill the minions too quickly. On the other hand, you will still be able to use Favor to its full extent, as it only requires you to be near the dying minion.

The main reason I swap to Talisman of Ascension is the active. The 40% movement speed increase to all nearby allies for 3 seconds allows you to engage or disengage a teamfight or catch a member of the enemy team out, and it also lets you peel for all of your team, unlike Deadly Phalanx, which only lets you peel for one person, and doesn't help you engage/disengage a teamfight or catch an enemy.

However, Face of the Mountain is still a viable option, and should be bought when you need to both be tanky and able to peel for your team._

: Why I upgrade my Sightstone last

I dont upgrade to Ruby Sightstone until last because the upgrade from Sightstone costs 800g, but it doesn't actually allow you to place any more wards on the map, it only allows you to hold one more ward. The only real difference is Ruby Sightstone gives 250 more health than Sightstone, and that 250 health costs 800g. Therefore, it isn't gold efficient to upgrade to Ruby Sightstone and so I prioritize buying all of my other items first.

Abilities, Tips and Tricks

(Passive) This passive is unexpectedly strong, and deals surprisingly high amounts of damage. If your marksman consumes Sunlight, their spells and AAs will do quite a lot more damage.

Tips and Tricks

- It is best to let your marksman consume any many charges of Sunlight as possible, so spacing out your abilities is often useful.

- Any allied champion damage will consume the charge, so it can be consumed by things such as Piercing Light and Boomerang Blade, not just AAs. You can use this to your advantage if your marksman is out of AA range.

- It is best to stay with an ally as Leona, as Sunlight increases your damage output significantly, but can only be consumed by your allies._ (Q) This spell is excellent, because not only does it stun the target, it also resets your AA animation.

Tips And tricks

- Because Shield of Daybreak is an AA reset, you can clear wards at any level without using true sight ( Vision Ward, Sweeping Lens, etc) by using your AA>Q>AA combo, if you are next to the ward and fast enough. This is incredibly helpful in denying vision from the enemy bot lane._ (W) This spell is very strong, as it not only makes Leona tanky, but also deals a lot of damage, which people don't expect.

Tips and Tricks

- The enemy will assume you are trying to engage if you use Eclipse. You can use this to your advantage by casting it, but instead of engaging, just running towards them slightly, scaring them and zoning them off CSing.

- If you need to engage suddenly, it is best to wait for your Zenith Blade to have landed before casting Eclipse, as this will take them by surprise. However, you will take slightly more damage during the fight, and the damaging effect may not hit them if they disengage before it goes off._ (E) This spell is Leona's engage/gapcloser spell. It is one of the best engaging spells in lane as it can be used through minions.

Tips and Tricks

- This spell will only lock onto and immobilize the champion it hits last. This means it can't be blocked by the enemy's tanks. You can use this to lock onto the enemy back line in teamfights.

- You can stand behind your minions and be able to engage with Zenith Blade without fear of being hit by a lot of skillshots, like Death Sentence or Mystic Shot. Some skillshots such as Piltover Peacemaker will still hit you, however, they will normally deal reduced damage._ (R) This spell gives Leona a big power spike. It is a long ranged AoE stun/slow, and is very useful in both catching enemies out and teamfighting.

Tips And Tricks

- Solar Flare has a 0.625 second delay before landing, and so can be dodged. Therefore, you must try to predict where the enemy target/s will move before it lands.

- The spell only stuns in the middle. On the outside are only slowed by 80%. You should always aim to stun the enemy's most important players if you have a choice.

Skill Sequence

Ability Sequence

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

- I take a point in Shield of Daybreak at level 1, because it is strong CC, as well as an AA reset, and therefore strong in level 1 and 2 fights.

- I get a point in Zenith Blade at level 2, because it is a very useful gap closer and CC, and I like having a point early.

- I max my Eclipse first because the tankiness and AoE damage from it outweighs having shorter cooldowns on my CC.

- I now max my Shield of Daybreak second (changed from maxing Zenith Blade second) because when I am peeling for my team I prefer having a short cooldown on a 1.25 second stun over a 0.5 second immobilize. However, Zenith Blade can also be maxed second, if you feel you need a shorter cool down on your main gap closer.

- I put points in my Solar Flare whenever I can, because it is my strongest spell and ranking it up reduces the cooldown and increases the damage significantly.

Warding

Warding is one of the most important things a support does, and although this is a Leona guide, warding will be very similar on all supports.

Warding in Laning Phase

: Blue side and Purple side

Reasoning

1. The tri-brush is a very good place to ward for both teams, giving blue a lot more safety at all times and helping purple out when they are pushed. For blue side, this is an excellent place to put a Vision Ward.

2. This is another excellent place to ward for both teams, as junglers will almost always need to pass over ward 1 or ward 2 when ganking. Sometimes, purple team can put a Vision Ward down here, but it isn't as strong as the tri-brush (1) is for blue team.

3. This is the poor man's warding spot. I will usually put a ward here on both teams if I don't have enough wards to place in both spot 1 and 2. However, this isn't as safe as having 2 wards down, and a Vision Ward placed here will be destroyed pretty quickly.

4 and 5. These are good places to ward for both teams as it will let you see your lane opponents if they are in that brush, and will also help to prevent lane ganks. I suggest warding in the centre of the brush to get vision of the whole thing.

6. This is where blue side can ward if they need to see dragon and there is an enemy Vision Ward at spot 2. It also allows one to check dragon without having to spend time running around and possibly getting caught out.

7. This is where I ward as purple side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.

8. This is an aggressive ward placement as blue team if my jungler needs vision of their blue buff.

9. This is where I sometimes ward as blue side if I am pushed to my turret and am expecting a 3 or 4 man tower dive.

Early-Mid Game

In the Early to Mid game, you really want to be trying to ward everywhere you plan on going as a team. For example, if you were invading the enemy red buff, you should be warding around all the nearby brushes that come from the enemy base to the Buff. However, there are certain places it is good to ward when taking dragon.

Warding for Dragon

.1. The obvious place for both teams to ward dragon. A Vision Ward is often placed here to deny vision to the enemy.

2. A good place to ward, as most of the time the enemy team will come from their base or mid lane when going to dragon, and warding here will help to reveal them when they are close by.

3. Another good place to ward, providing vision similar to spot 2, but a slightly better place to ward for blue team, as it will reveal purple team as they come from their base.

4. This is where blue team should ward if they need to ward dragon quickly and relatively safely, as it can be done over the wall.

5. This is where purple team can ward if they think the enemy is over the wall.

6. This is a good place to ward as purple team when the enemy has just recalled and you want to have lots of prior knowledge on if blue team will contest dragon or not.

7. A good place to ward for vision of blue team if they are contesting.

8. A good place to ward if blue team is coming from the bot lane route.

9. I like to ward here was blue team if I think the enemy is coming from bot lane.

10. Warding here provides vision in a large area and gives blue team some vision of purple team's fastest route to dragon.

11. Similar to spot 10, but gives vision closer to the enemy base, giving blue team more reaction time.

12. Another ward close to purple team's base. Good for giving blue more time to react to a contest.

Summary

is one of the strongest supports in the current meta and is a top tier pick. She can work well with almost any Marksman, and performs well in all roles in teamfights. This guide will put you on your way to becoming a skilled Leona and all around support player.

Thank you to all those who commented for their feedback, I appreciate it a lot.

League of Legends is a team based, real time strategy game set in a mythical world of swords & magic where epic battles decide the fate of mystical nations. Game players take on the role of a Summoner who conjures and controls champions to fight for them at the Institute of War. During game play champions gain experience and items to enhance their skills and abilities. How players develop and play their champions can be the difference between a crushing defeat or a glorious victory!